private void ChangeTideState() { switch (state) { case TideState.STILL: if (rising == 3) { rising = 0; if (maxLayerReached) { state = TideState.RISING; } else { state = TideState.FALLING; } } else { if (maxLayerReached) { state = TideState.FALLING; } else { state = TideState.RISING; } } rising++; break; default: state = TideState.STILL; break; } if (actualLayer == maxLayer) { maxLayerReached = true; rising = 1; } else if (actualLayer == minLayer) { maxLayerReached = false; rising = 1; } }
private void CheatyStateSettings() { if (Input.GetKeyDown(KeyCode.B)) { state = TideState.FALLING; Debug.Log("Change to FALLING"); } if (Input.GetKeyDown(KeyCode.N)) { state = TideState.STILL; Debug.Log("Change to STILL"); } if (Input.GetKeyDown(KeyCode.M)) { state = TideState.RISING; Debug.Log("Change to RISING"); } }
public void SetTideState(TideState state) { this.state = state; }